| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 12 | +1 | +5 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 12 | +1 | +5 |
| CHA | 18 | +4 | +4 |
Carrion Stench. Enter the description for your special trait.
Unholy Zealot. The thrall has Advantage on saving throws to avoid or end the Charmed ondition.
Undying Soul (Recharges after a Short or Long Rest). If this creature is reduced to 0 Hit Points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 Hit Point.
Aura of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t Incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly Undead are immune to the Frightened condition and have Resistance to Radiant damage. Enemies have Disadvantage on death saving throws while in the aura.
Spellcasting. The thrall is a 6th-level spellcaster (Charisma is its spellcasting ability, spell save DC 16, +8 to hit with spell attacks). It knows the following spells:
Cantrips (at will): Chill Touch, Thaumaturgy
1st level (4 slots): Cause Fear, Shield
2nd level (3 slots): Hold person, Misty Step
3rd level (3 slots): Fireball, Counterspell
4th level (2 slots): Blight
Multiattack. The thrall makes two attacks with its black mace.
Black Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) Necrotic damage.
Death Touch (Recharge 6). The thrall targets one creature it can see within 10 feet. The creature must make a DC 16 Constitution saving throw, taking 27 (6d8) Necrotic damage on a failed save, or half as much on a success. If this damage reduces the target to 0 Hit Points, it rises as a Zombie, Spawn of Orcus under the thrall’s control at the start of its next turn.
Pallor of Death (1/Day). As an action, the thrall exudes an aura of dread in a 20-foot radius. Each living creature of the thrall’s choice in that area must succeed on a DC 15 Wisdom saving throw or become Frightened for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Massive Girth. The thrall’s size increases to Large for 1 minute, and it has Advantage on Strength checks and saves.
Undead Summons (1/Day). The thrall magically summons Undead servants. Roll a d3 to determine what appears. The Undead appear within 30 feet of the thrall, act immediately after its initiative, and remain for 1 minute or until destroyed. 1.1d4 Shadows ; 2. 1d3 Ghouls ; 3. 1 Wight
Alternatively, the thrall targets up to 3 Humanoid corpses within 30 feet of them. Each corpse rises as a Zombie, Spawn of Orcus.
Carrion Stench (Recharge 5–6). The thrall exudes a nauseating stench in a 20-foot Radius. Each living creature that starts its turn in the area must succeed on a DC 16 Constitution saving throw or be Poisoned until the start of its next turn. Creatures that succeed are immune to this effect for 24 hours.
Demon Wings (2/day). The thrall sprouts massive black wings, gaining a Fly speed of 30 ft. for 1 hour.
(Optional for high-threat encounters)
The thrall of Orcus can take 2 legendary actions, only one at a time and only at the end of another creature’s turn.
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Stench. The thrall recharges Carrion Stench.
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Necrotic Glare. One creature within 30 feet must succeed on a DC 15 Wisdom saving throw or be Frightened until the end of its next turn.
Description
Those who pledge themselves to Orcus, Demon Prince of Undeath, surrender both flesh and soul to his corruption. A thrall of Orcus is no mere cultist — it is a warped champion, reshaped into a living conduit of necrotic power.
Their bodies often bear the mark of Orcus’s favor: bloated frames reeking of decay, or skeletal visages stripped of all humanity. The air around them churns with the stench of carrion and the cold dread of the grave. Wherever they tread, the dead stir at their command, and shadows cling like eager hounds.
A thrall serves as Orcus’s hand in the mortal world — leading cults, raising undead legions, and spreading despair. Though still technically living, their minds and souls are bound to the Abyss, and they revel in their role as heralds of undeath. Few sights chill the heart more than a thrall of Orcus striding at the head of an undead horde, black mace in hand, wings of shadow unfurled, and the whispers of their dark master echoing in every word they speak.
Lair and Lair Actions
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another. For details, see Orcus, Mordenkainen Presents: Monsters of the Multiverse, pg. 204
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